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Digger
Registered: Mar 2005 Posts: 437 |
Static sprite multiplexing under moving FLD
So, I have an 8-sprite static multiplexer under a classic moving FLD and need to switch sprite pointers at constant rasterlines.
Since FLD pushes badlines down too, the pointer switching code executes at various places (including badlines), which basically desyncs everything including the FLD itself.
Any known (and simple enough) solutions to this?
Should I try a clockslide with a delay cycles LUT to compensate?
Thanks!
Digger/ESM |
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Digger
Registered: Mar 2005 Posts: 437 |
I am just an idiot. It won't work with waiting by wasting cycles comparing $d012, but obviously switching to a new IRQ just solved it.
Fine to close this thread. |
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Rastah Bar Account closed
Registered: Oct 2012 Posts: 336 |
@Oswald: probably this one
Ghosts'n Goblins Demo
I think Digger's problem is that he sometimes needs to switch sprite pointers on a badline (when the change in sprite images has to appear one line after a badline). Groepaz made a good suggestion of using overlapping sprite data to solve that. |
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oziphantom
Registered: Oct 2014 Posts: 490 |
You can patch and fix as well.
So you put the top of the sprite into the bottom of the sprites.. switch the ptrs, then mid sprite you restore the bottom back, no vertical loss, loose timings ( credit to DanP for the tip ) |
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